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r/Unity3D

📣 This solo Unity developer who currently works at Pixar as a Technical Director is building a VR rhythm game called Sock Puppet Superstar for Quest as an indie project, and over the last week he has been going viral on TikTok!

https://redd.it/1sndxms
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r/Unity3D

I tried making a spider animation using IK and Animation Rigging to simulate how a spider’s legs move.

https://redd.it/1snc9mm
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My totally historically accurate pirate game has a new trailer

https://redd.it/1sn94bt
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I made two types of textures for one modular asset - Hand-painted in 3DCoat and Real Watercolor on paper.

https://redd.it/1sn2ah4
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C# dev looking for a Unity mentor / codingbuddy
/r/unity/comments/1sn3te7/c_dev_looking_for_a_unity_mentor_codingbuddy/

https://redd.it/1sn3u0d
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r/Unity3D

shaun the sheep game please help!

Recently for a school project I have attempted to create a Shaun the Sheep game based on: https://www.gameflare.com/online-game/home-sheep-home/ but it is impossible :( Whenever I try to add text using the TextMeshPro it always tells me that there is an error because I haven't downloaded the TextMesh Essentials and the Examples pack even thought I already have.


I cannot see the text whenever I try to open it and I have changed all the settings like font size, colour and placement but it is still invisible. In the font section, it says its blank but when I click to change it, nothing comes up. I have checked and all the TMP files are in my assets folder but it still doesn't work. I have restarted and updated Unity, I have Unity 6, and it won't work even when I reopen and close it again.

It looks like this whenever I try to add anything

Is there any way to fix this?

Thank you!

https://redd.it/1sn0cbm
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r/Unity3D

How large is your Behaviour Tree?
https://redd.it/1smv0v2
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r/Unity3D

How large is your Behaviour Tree?
https://redd.it/1smv188
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r/Unity3D

We're validating a tool idea before building it — 4 min survey for game devs and 3D artists

I'm Hemanth, an Unreal generalist from India. My friend and I are thinking of building a tool that helps game studios, indie devs, and freelancers catch 3D asset issues before they break in-engine — saving hours of back and forth.

Before we write a single line of code, we want to hear from real artists and devs first. No pitch, no product links — just 14 honest questions about your current workflow.

Takes 4 minutes 👇

https://forms.gle/oPFKtY2yTZSzLFeGA

Really appreciate any responses. Happy to share the results with anyone interested once we have enough data!

https://redd.it/1smssoc
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r/Unity3D

RogueMuncher DevLog - Speedmuncher character breakdown
https://www.youtube.com/watch?v=iNSSm7Sut9g

https://redd.it/1smq779
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r/Unity3D

Help me, internet. I need advice on creating Physics2D-enabled cosmetics

Hey everyone, I've got a problem I've been working on for too long and I would love a fresh set of eyes if anyone has any ideas.

In my game, players control a car. I'd like to set up a cosmetics system where players can equip cosmetics that react appropriately with physics (say, a wobbly antenna, or a hat that bounces up and down), but without the mass or drag of the cosmetic affecting the car’s physics (I.E. cosmetics shouldn't affect gameplay).

So if you take the wobbly antenna as an example, the basic setup currently looks like this:

* **Car:** A dynamic Rigidbody2D. It's sometimes moves via AddForce, and sometimes via MovePosition, depending on the context (cutscenes and stuff).
* **CosmeticBase:** A kinematic Rigidbody2D that serves as an anchor point for the rest of the cosmetic.
* **Antenna:** The various dynamic Rigidbody2Ds that make up the actual cosmetic. For now, just image that it's a single dyanmic GameObject attached to the CosmeticBase via a SpringJoint2D.

So in theory, the CosmeticBase follows the Car, and the Antenna is jointed to the CosmeticBase - so the Antenna follows the Car with realistic physics, without itself impacting the physics of the Car.

I cannot for the life of me get this to actually work, though. Here's what I've tried:

**Attempt #1: Simple Parenting**

Having the CosmeticBase be a child of the Car GameObject makes the CosmeticBase track the Car beautifully, but because it's now being moved via transform, the Antenna/Base Joint doesn't behave properly. The physics looks terrible and the Antenna GameObjects are frequently disconnected from and trying to "catch up" to the CosmeticBase.

**Attempt #2: Joint Between Car and Base**

The CosmeticBase now tracks properly and the Antenna/Base Joint works as intended, but this obviously isn't viable because then the mass, drag, etc. of the Antenna are transferred into the Car's physics.

**Attempt #3: Move Position on the CosmeticBase**

After removing the Base/Car Joint and unparenting the Base from the Car, I tried this. In FixedUpdate, I added this onto the CosmeticBase:

BaseKinematicRb2D.position = CarRb2D.position + offset;
BaseKinematicRb2D.rotation = CarRb2D.rotation;

This ALMOST works, but not quite. The Antenna/Base Joint works properly, and the CosmeticBase TRIES to match the Car's position, but the CosmeticBase visually lags behind the Car pretty clearly - I assume because it's matching the Car position from the previous "tick", due to how the Physics system works. It's being set to where the Car WAS, not where it's GOING. I tried messing with the Interpolation settings of all the Rigidbody2D's involved, but nothing changed the end result.

**Attempt #4: Same as above, but with predictive velocity**

The closest I've gotten so far is this:

Vector2 predictedPos = (Vector2)CarRb2D.transform.TransformPoint(positionOffset) + CarRb2D.velocity * Time.fixedDeltaTime;
float predictedRot = CarRb2D.rotation + CarRb2D.angularVelocity * Time.fixedDeltaTime + rotationalOffset;

BaseKinematicRb2D.MovePosition(predictedPos);
BaseKinematicRb2D.MoveRotation(predictedRot);

Where the CosmeticBase "guesses" where it's supposed to be on this Physics step based on the position of the Car and its current velocity.

It's... okay. It sort of works when the Car is being moved by AddForce, but obviously for sudden accelerations or decelerations there can be some noticeable shifting. I don't love it. Obviously it doesn't work at all for MovePosition, but it wouldn't be too hard to add that in too.

The thing is, this isn't exactly a super unique thing that I'm designing, so I feel like there must be some industry standard solution here that I'm missing. I can't imagine Rocket League is using predictive velocities. Anyone have any suggestions?

To summarize, the goal here is:

I would like Dynamic, Physics2D-enabled cosmetics to be able to follow a car, realistically reacting to its movements. However, the physics

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r/Unity3D

Released our Unity Pinball game where the world is 3D, but the all the physics is in 2D.

https://redd.it/1sminxv
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We’ve implemented a mechanic for creating robots that help the player work on an automated farm
https://redd.it/1smhkt3
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I prototyped a one-handed Star Fox-style mobile game! And it somehow works way better than I expected! Gyro = aim, tap = shoot, swipe = move

https://redd.it/1smdscu
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r/Unity3D

Making puzzle for my 2d horror game
https://redd.it/1sji1ra
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r/Unity3D

Help with first 2D game

I have to make a game for my intake for school. I have no experience in untiy. I did all the Learning courses. I have to make one level with a playable character for my intake. I was told a 2D game is the best to start as a beginner. Has anybody tips or good tutorials?

https://redd.it/1snf1cn
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I started my first commercial game in 2020 - today it has been released into the wild

https://redd.it/1sn9mqg
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r/Unity3D

Looking back at our VR project: using animation speed = -1 for return transitions saved us days of work.

https://redd.it/1sn071y
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I'm building a massive RPG Item Pack for the itch community. I'll be releasing new free items every day!

https://redd.it/1sn4j8f
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r/Unity3D

Should I keep this in the game or remove it…

https://redd.it/1smzq1m
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r/Unity3D

We added rolling to our blocky adventure RPG

https://redd.it/1smyrzc
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r/Unity3D

Selling source code of my puzzle game with infinite level

yup, the title says the most. the game is a puzzle game made in unity 2D. The game had good engagement and took me over 1 year to make this. currently selling the source code for 25$ .

Google admob and Google analytics are integrated

link :- https://play.google.com/store/apps/details?id=com.LRASTUDIO.MAZZER

https://redd.it/1smxekv
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r/Unity3D

我做了一個2D遊戲

我是一個高三生,透過自學unity跟c#做了一個小遊戲,可以幫我試玩看看嗎?可以的話希望也填一下表單🥹🥹🥹

google表單: https://forms.gle/UGvTdg55Hg3bw3Vp7

遊戲下載連結 https://drive.google.com/drive/folders/1KYKFEJ7\_r2zBKpgVbf4QJQiA11Bpc6Km?usp=sharing

https://redd.it/1smpq19
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r/Unity3D

Trouble changing code between unity versions

https://redd.it/1smri1z
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r/Unity3D

behaviour of the car should be completely unaffected by the physics of the cosmetics.

Anyone run into this before? Any brilliant ideas?

https://redd.it/1smpwlz
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r/Unity3D

Encuesta para Videojuego Indie
/r/videojuegos/comments/1smohzf/encuesta_para_videojuego_indie/

https://redd.it/1smoj3d
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r/Unity3D

Foldout state keeps resetting (UI Toolkit)
https://redd.it/1smiw9p
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r/Unity3D

[Free Asset] Save your Runtime Changes instantly with this tool "Play Mode Changes Saver (Runtime-Saver)"

Just wanted to share a small utility I released. It’s a "Runtime Saver" that keeps your component tweaks alive after you exit the Play Mode.

* **Simple to use**
* **Saves time during balancing**
* **100% Free**

Search for **"Play Mode Changes Saver (Runtime-Saver)"**
Feedback is always welcome!

https://redd.it/1smch5w
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r/Unity3D

Swing mechanic - What should I do with it?

https://redd.it/1sjio3q
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r/Unity3D

MOVIMENTO

// -----------------------

private void FlipController()

{

if (horizontalInput > 0.01f)

transform.localScale = new Vector3(3, 3, 1);

else if (horizontalInput < -0.01f)

transform.localScale = new Vector3(-3, 3, 1);

}

private void Jump()

{

if (isGrounded())

{

body.linearVelocity = new Vector2(body.linearVelocity.x, jumpForce);

anim.SetTrigger("jump");

}

}

private void CollisionCheck()

{

Vector2 direction = new Vector2(Mathf.Sign(transform.localScale.x), 0f);

RaycastHit2D hit = Physics2D.BoxCast(

capsuleCollider.bounds.center,

capsuleCollider.bounds.size,

0f,

direction,

wallCheckDistance,

groundLayer

);

isWallDetected = hit.collider != null;

canWallSlide = isWallDetected && !isGrounded();

}

// -----------------------

// LEDGE CLIMB

// -----------------------

private void CheckForLedge()

{

if (ledgeDetected && canGrabLedge && !canClimb)

{

canGrabLedge = false;

Vector2 ledgePosition = GetComponentInChildren<LedgeDetection>().transform.position;

float direction = Mathf.Sign(transform.localScale.x);

Vector2 adjustedOffset1 = new Vector2(offset1.x * direction, offset1.y);

Vector2 adjustedOffset2 = new Vector2(offset2.x * direction, offset2.y);

climbBegunPosition = ledgePosition + adjustedOffset1;

climbOverPosition = ledgePosition + adjustedOffset2;

canClimb = true;

}

}

private void LedgeClimbOver()

{

canClimb = false;

body.gravityScale = originalGravityScale;

transform.position = climbOverPosition;

Invoke("AllowLedgeGrab", 0.1f);

}

private void AllowLedgeGrab() => canGrabLedge = true;

// -----------------------

// ANIMAZIONI

// -----------------------

private void HandleAnimations()

{

if (isWallSliding)

{

anim.SetBool("Run", false);

anim.SetBool("fall", false);

anim.SetBool("isWallSliding", true);

}

else

{

anim.SetBool("Run", horizontalInput != 0);

anim.SetBool("grounded", isGrounded());

anim.SetBool("fall", body.linearVelocity.y < -0.1f && !isGrounded());

anim.SetBool("isWallSliding", false);

anim.SetBool("canClimb", canClimb);

}

if (Input.GetKeyDown(KeyCode.X))

{

anim.SetBool("isAttacking", true);

}

}

// -----------------------

// ATTACCO

// -----------------------

public void Attack()

{

Collider2D[\] enemy = Physics2D.OverlapCircleAll(attackPoint.transform.position, radius, enemies);

foreach (Collider2D enemyGameObject in enemy)

{

Debug.Log("Hit Enemy");

enemyGameObject.GetComponent<EnemyHealth>().health -= damage;

}

}

public void EndAttack()

{

anim.SetBool("isAttacking", false);

}

// -----------------------

// UTILITY

// -----------------------

private bool isGrounded()

{

RaycastHit2D raycastHit = Physics2D.BoxCast(

capsuleCollider.bounds.center,

capsuleCollider.bounds.size,

0f,

Vector2.down,

0.1f,

groundLayer

);

return raycastHit.collider != null;

}

private void OnDrawGizmos()

{

if (capsuleCollider == null) return;

Gizmos.color = Color.red;

Vector3 direction3 = Application.isPlaying

? new Vector3(Mathf.Sign(transform.localScale.x), 0, 0)

: Vector3.right;

Gizmos.DrawLine(capsuleCollider.bounds.center, capsuleCollider.bounds.center + direction3 * wallCheckDistance);

if (attackPoint != null)

{

Gizmos.DrawWireSphere(attackPoint.transform.position, radius);

}

}

}

thank you in advance!❤️

https://redd.it/1sjefji
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